I'd say:
- Terrorize: Anywhere from 3 up to 10 ticks on Tsulong. Terrorize will always be cast right after the big adds spawn. There is no reason for it to even tick once.
- Adds reaching Tsulong: Well - another 5% per Add. You had tries where 3 adds reached him.
- Healers: One isn't healing Tsulong with the Breath Buff.

Yeah, Tsulong is taking a lot of damage he shouldn't. Terrorize needs to be dispelled before it ticks (not hard; you have 2s) and adds can't reach him. Looks like he took 15-20 million extra damage (~10% his hp). Terrorize is also causing deaths in your raid.

We assign 1 healer to dispel Tsulong while the other 2 dispel the raid. To handle adds, we give each range a color and place their color markers evenly around the circle. If two adds spawn within a color range, that person calls it and whoever doesn't have an add swaps. Adds are susceptible to all CC. Melee should help when the big add and really little adds are dead. Remember your hybrids can throw heals at Tsulong too; many of them get free healing that will not negatively affect their DPS.

Make sure everyone is using their cooldowns optimally too. Prepot, hero, and blow everything at the start. Second pot and pop CDs again during the second night phase; save necessary CDs during the day phase.

If you want to get super crazy, have your healers walk outside the instance before you pull and have an alt hero them. Pull when their debuff is at ~4m. We did this on heroic so our healers could push higher numbers during Day phase.

Yeah, Tsulong is taking a lot of damage he shouldn't. Terrorize needs to be dispelled before it ticks (not hard; you have 2s) and adds can't reach him. Looks like he took 15-20 million extra damage (~10% his hp). Terrorize is also causing deaths in your raid.

We assign 1 healer to dispel Tsulong while the other 2 dispel the raid. To handle adds, we give each range a color and place their color markers evenly around the circle. If two adds spawn within a color range, that person calls it and whoever doesn't have an add swaps. Adds are susceptible to all CC. Melee should help when the big add and really little adds are dead. Remember your hybrids can throw heals at Tsulong too; many of them get free healing that will not negatively affect their DPS.

Make sure everyone is using their cooldowns optimally too. Prepot, hero, and blow everything at the start. Second pot and pop CDs again during the second night phase; save necessary CDs during the day phase.

If you want to get super crazy, have your healers walk outside the instance before you pull and have an alt hero them. Pull when their debuff is at ~4m. We did this on heroic so our healers could push higher numbers during Day phase.

right now, we have melee on the adds and range on big adds/helping with adds if necessary.

is it better to put melee on big add and swap range to the small adds (the ones that spawn in the outskirts)? (or atleast keep 2 melee on big adds)

right now, we have melee on the adds and range on big adds/helping with adds if necessary.

is it better to put melee on big add and swap range to the small adds (the ones that spawn in the outskirts)? (or atleast keep 2 melee on big adds)

Considering the small adds spawn all over the place, ranged should have much better uptime on them. The big add should eventually make its way to the exact same place every time (in front of the boss).

You do have a lot of melee, so you could just put people with slows on small adds; ranged with slows > melee with slows. There are a lot of ways to do it, but ranged should have better uptime on small adds than melee.

Don't interrupt the adds. I didn't see in your WoL, but if you're interrupting the adds it's actually worse for your DPS. The adds lose 15% of their HP for every successful cast.

I see a lot of AOE going out. You shouldn't even have to AOE the adds that spawn from the big add's death. If you kill the First add as quickly as possible, Tsulong's breath will kill the adds. The second add should eat one breath to get knocked down to 50% or so, and then killed about 10 seconds before the next breath happens. Do not kill the 2nd add as quickly as you can. The result of that is about 25 seconds of fears going out unless you have Top-Class AOE going out.

The third add should be killed as quickly as possible , as the final breath happens very shortly after the last big add spawns. We have 2 DPS assigned to killing this big add, both melee. Any extra melee are assigned to the adds fixated on Tsulong.

Don't interrupt the adds. I didn't see in your WoL, but if you're interrupting the adds it's actually worse for your DPS. The adds lose 15% of their HP for every successful cast.

I see a lot of AOE going out. You shouldn't even have to AOE the adds that spawn from the big add's death. If you kill the First add as quickly as possible, Tsulong's breath will kill the adds. The second add should eat one breath to get knocked down to 50% or so, and then killed about 10 seconds before the next breath happens. Do not kill the 2nd add as quickly as you can. The result of that is about 25 seconds of fears going out unless you have Top-Class AOE going out.

The third add should be killed as quickly as possible , as the final breath happens very shortly after the last big add spawns. We have 2 DPS assigned to killing this big add, both melee. Any extra melee are assigned to the adds fixated on Tsulong.

Not interrupting is a BAD idea. The Unstable Bolts do 120k damage to a random person. In 10 man, it's very possible that one person will get hit by 4 bolts at once and get insta-gibbed. The 15% health loss on the add is not worth the risk of unavoidable RNG deaths.

Not interrupting is a BAD idea. The Unstable Bolts do 120k damage to a random person. In 10 man, it's very possible that one person will get hit by 4 bolts at once and get insta-gibbed. The 15% health loss on the add is not worth the risk of unavoidable RNG deaths.

I know what you're saying, but I just don't agree, I'm sorry. We've never had a problem on Tsulong, and we don't interrupt anything.

Unstable bolts only do 80,000 to a random raid member before resists on normal mode, while simultaneously the add will deal 155k to itself for a successful cast.